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Messages - titi

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 170
176
MegaGlest / Re: Any ideas HOW??
« on: 2 November 2016, 13:06:43 »
Me and Jammy tried it a bit later again and we failed 2 times :-/ .
I am such a noob playing romans  :-[

178
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 27 October 2016, 17:47:26 »
I downloaded it and played a bit now. I hope you have the tileset too? https://forum.megaglest.org/index.php?topic=8126.0

180
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 27 October 2016, 13:05:06 »
But there is no way to download the whole mod, I can just download each seperate file  :'(

181
Mods / Re: Zombie Invasion (faction/techtree for MG)
« on: 27 October 2016, 09:00:37 »
How can I download this ? The download leads me to a google drive and what do I do there ?

182
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 27 October 2016, 08:58:17 »
This indeed looks very good!
 :o

But I still have some concerns regarding high poly and performance  ::).

183
Maps, tilesets and scenarios / new map wild_lands
« on: 25 October 2016, 21:46:17 »

184
Closed feature requests / Re: Feature for maps
« on: 21 October 2016, 01:01:04 »
no

185
MegaGlest / Why is it worth to play MegaGlest
« on: 19 October 2016, 11:55:29 »
When I saw the new MegagGlest Greenlight video I realized that people like different things in MG. To advertise the game in the future it would be good to sum things up in one place.
I try to collect those things in this thread. (We should also sum up some point which should not be mentioned when advertising)

This is what the game has
- RTS
- Very aggressive and strong AI
- Good singleplayer gameplay vs AI ( offline! )
- Very fun coop fights vs AI
- seven factions ( indian, persian, tech, magic, norsemen, egypt, romans )
- Scenarios ( singleplayer)
- Tons of game content ( hundrets of hours )
  ( maps, techs, scenarios, tilesets )
- Cross plattform network/online gaming
- Lots of mods available ingame for free
- Very easy to mod
- Tilesets
- Open Source
- Language support in the UI ( but not in the Sounds )

This is what MG does not have, or things MG cannot do so well
- Story ( no there is no story! )
- Adventure ( it has no story and by this the player cannot experience an adventure, but there is an adventure scenario available )
- Campaigns ( MG does not have any kind of campaigns )
- Language specific sound
- competetive Human vs Human fights ( the game can do this and sometimes its fun, but its not its core idea ! Regarding advertising its not really the super highlight I would mention )
- model quality and rendering in general( we all know there are better things out there in the wild, so I would not mention this in the first place )
- Multiplayer Scenarios ( we have them but they are not really used and still have some problems especially regarding security . I would not mention them at this point)

186
MegaGlest / Re: Megaglest and Steam
« on: 19 October 2016, 11:21:59 »
MegaGlest on Steam Greenlight:
Please go and show your support with an upvote

https://steamcommunity.com/sharedfiles/filedetails/?id=782856139


187
Feature requests / Re: My Idea Box
« on: 18 October 2016, 09:22:06 »
It looks like filux already updated the data of MG too, so it should be available in git now.  :D

If you want to try it, eihter checkout and build on yourself ( https://docs.megaglest.org/MG/Development )

Or try it from here ( you will need data and binary ) :
http://snapshots.megaglest.org/

188
Feature requests / Re: My Idea Box
« on: 17 October 2016, 20:14:01 »
So do we want to change the data to enable this in MG ?

189
Feature requests / Re: My Idea Box
« on: 17 October 2016, 01:01:46 »
I tried to fix it. Is it ok/better now ?

190
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 23:06:07 »
The current pull request does not fully work as expected, but we are working on it now.

191
Mods / Re: Editor for custom factions
« on: 7 September 2016, 22:49:33 »
Will this be open source ? If yes, can you put it on github ?

192
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 22:47:04 »
Ok, that doesn't really work in enemy and allies .....

BUT:
My son already implemented this but its still a pull request at the moment: https://github.com/MegaGlest/megaglest-source/pull/64

As Resource it uses "produced" instead of static.
Syntax would be like this:
Code: [Select]
<resource>
<image path="images/housing.bmp"/>
<type value="produced">
<interval value="1"/>
</type>
</resource>

Would this be useful for you?

193
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 09:34:32 »
Gold stone wood are non consumable resources, so we talk about the same :)
( btw see my update above )

And if you find out how to do it, PLEASE update the wiki!

194
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 09:22:52 »
So you want something that produces non consumable resources ?

Update:
Sadly there is nothing told in the wiki about it, but as far as I remember something like this was done in some mods.
You can look at the military mod ( mod center ) which uses a pump to get Oil. And the there is one of the VBROS mods which uses a pond which poduces "fish".
Maybe not exactly what you want but amybe it helps. BTW if this is not implemented yet and is needed write a feature request here in the forum. ( please detailed with a possible xml example)

195
Feature requests / Re: My Idea Box
« on: 24 August 2016, 11:28:23 »
Uniform selection is checked in now ( my son did it ) but the data does not use it yet.

https://github.com/MegaGlest/megaglest-source/commit/74ed3d73bed73bbf3c6586c3e182576a9954ae8e
https://docs.megaglest.org/XML/Unit#uniform-selection

Please test with your own data

Code: [Select]
...
<multi-selection value="false" />
<uniform-selection value="true" />
...

Update:

About Tier Flattening
This will not come, I prefer the non flat way as this makes the gameplay deeper

Fighting workers:
Will not come too. This is already possible and was discussed and decided a long time ago ( when the techtrees were made )

If you want "Tier Flattening" and "Fighting workers", I encourage you to take the original data and modify it in a mod.

196
Feature requests / Re: record games
« on: 24 August 2016, 11:10:59 »
hm, indeed, I will suggest it to my son he has some time at the moment maybe .....

197
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 8 August 2016, 09:23:22 »
Indeed, those models look very good!
But take care that there are not too many vertices!

- Obelisk: Only use this ( I asume ) vertice intense model for the destruction, not for the other static models of the obelisk. Those should have only very little vertices!

- The animated desert camp looks very nice! ( I hope not too many vertices too! )

- The sphinx for sure has too many vertices.

- Hint for the snakes: Place a plate under the snakes which is set to unvisible but selectable. This helps selecting those small thin snakes a lot.  Maqybe you can make the snakes a bit bigger too, because curently they are very thin and that does not work well with the way MG renders.


198
MegaGlest / Re: MegaGlest UI improvements
« on: 3 July 2016, 16:15:41 »
These ideas are not possible with current rendering possibilities. And btw what you see in background of the menu is a rendered 3d-Scene, not a picture.

MegaGlest uses plain OpenGL for GUI rendering too so there are no libs or anything yet which can do fancy effects.

199
MegaGlest / Re: Megaglest and Steam
« on: 27 June 2016, 22:57:12 »
a bit on hold, as I have no time at the moment,
Another problem are current bugs, which show up in windows, see here https://github.com/MegaGlest/megaglest-source/issues
Especially those which cause crashes on options screens are bad.


200
Off topic / Re: Cryengine is announcing Linux support!
« on: 8 June 2016, 11:35:39 »
Its not really OpenSource in the usual meaning, you can just access the source code for free. It still has very proprietary Licenses.

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